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Natural d20 Press's supers book (Sample Characters)
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<blockquote data-quote="RangerWickett" data-source="post: 283984" data-attributes="member: 63"><p>The rules for gadgets allow you to swap your gadgets with a little bit of time. So if you have a missile launcher, and you'd rather have a tractor beam, take some time, and through buying and selling, or construction, or prayer, or whatever, you'll end up with the new gadget. Stark would probably have the Gadgeteer prestige class, which gives you great benefits for customizing, combining, and repairing your gadgets.</p><p></p><p>The main thing to keep in mind is that the rules are there to balance gameplay and keep things moving and fun for everyone. If you have 10 different suits of Iron Man armor back home, it probably won't affect balance in the middle of a fight. Much the same way that a wizard has tons of spells available in his spellbooks, the balancing factor is mostly in how few he can cast at any one time. So the modularity of gadgets is one of the aspects built into the rules.</p><p></p><p>At any given time, Iron Man might have 120 Hero Points worth of gadgets, and he'd probably have a few standards, like Heightened Defenses (armor), Enhanced Vision (darkvision), Super Strength, and Invulnerability. Then the rest of the gadgets he has at a time really depends on what mood Tony's in. If he knows he has to fight the Hulk tomorrow, he'll be able to set up his suit with the gadgets for Hulk-fighting. I'll admit, though, that I'm not quite sure what the Hulkbuster armor is.</p><p></p><p>If you look at the sample gadgeteer in the book (Cog, kind of a steam-age villainous Tony Stark), you'll see that he only has 3 consistent powers. The rest all depend on what gadgets he brings with him, or what he can make in a rush. Now, this kinda goes against the standard conception of levels in d20. Obviously, there's no Gadgeteer Bureau that says "When you level up, you can bring two more gadgets with you at a time." Rather, the rules are there to help GMs balance their games, and sometimes they require the GM and player to understand that, for the sake of balance, the PC isn't allowed to have a ultra death ray <em>and</em> a teleportation cannon, even if he has both of them back at his lair.</p><p></p><p>So, as long as Tony Stark's player isn't trying to be a munchkin, he'll only bring along one suit of armor at a time, and won't try to add too many weapons onto his armor until he levels up.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 283984, member: 63"] The rules for gadgets allow you to swap your gadgets with a little bit of time. So if you have a missile launcher, and you'd rather have a tractor beam, take some time, and through buying and selling, or construction, or prayer, or whatever, you'll end up with the new gadget. Stark would probably have the Gadgeteer prestige class, which gives you great benefits for customizing, combining, and repairing your gadgets. The main thing to keep in mind is that the rules are there to balance gameplay and keep things moving and fun for everyone. If you have 10 different suits of Iron Man armor back home, it probably won't affect balance in the middle of a fight. Much the same way that a wizard has tons of spells available in his spellbooks, the balancing factor is mostly in how few he can cast at any one time. So the modularity of gadgets is one of the aspects built into the rules. At any given time, Iron Man might have 120 Hero Points worth of gadgets, and he'd probably have a few standards, like Heightened Defenses (armor), Enhanced Vision (darkvision), Super Strength, and Invulnerability. Then the rest of the gadgets he has at a time really depends on what mood Tony's in. If he knows he has to fight the Hulk tomorrow, he'll be able to set up his suit with the gadgets for Hulk-fighting. I'll admit, though, that I'm not quite sure what the Hulkbuster armor is. If you look at the sample gadgeteer in the book (Cog, kind of a steam-age villainous Tony Stark), you'll see that he only has 3 consistent powers. The rest all depend on what gadgets he brings with him, or what he can make in a rush. Now, this kinda goes against the standard conception of levels in d20. Obviously, there's no Gadgeteer Bureau that says "When you level up, you can bring two more gadgets with you at a time." Rather, the rules are there to help GMs balance their games, and sometimes they require the GM and player to understand that, for the sake of balance, the PC isn't allowed to have a ultra death ray [i]and[/i] a teleportation cannon, even if he has both of them back at his lair. So, as long as Tony Stark's player isn't trying to be a munchkin, he'll only bring along one suit of armor at a time, and won't try to add too many weapons onto his armor until he levels up. [/QUOTE]
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